Roland Scheidegger wrote:

I'm wondering though why the heck quakeworld actually uses so much texsubimage2d calls. Typically, games specify textures at level load time and leave them completely alone after that - at least those games I profiled with oprofile never showed texsubimage2d calls. Is there something special about the quakeworld 3d engine?

Try Quake2 with dynamic lightmaps enabled. This has been a long standing problem pretty much all with Mesa based DRI drivers.





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